Even on a tiny planet with all the opponents insanely aggressive (aliens/Hive/Spartans/Believers, etc.) ? I found this challenge rather hard, esp when playing Morgan (Builder-style is not an option on tiny planet, and -1 SUPPORT grows to be _very_ important factor).
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Originally posted by Kirov
Even on a tiny planet with all the opponents insanely aggressive (aliens/Hive/Spartans/Believers, etc.) ? I found this challenge rather hard, esp when playing Morgan (Builder-style is not an option on tiny planet, and -1 SUPPORT grows to be _very_ important factor).
Tip: The -1 support can be countered with supply crawlers. I have so many now that it's hard to tell when I'm being invaded. My cities often start doing eco damage around size 4. :\
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If you're playing Transcend for the first time, pick your early-game SPs carefully. You will not get all of them, so make sure you get the ones you need most. If you're the University, beeline to the Virtual World; if the Morganites, the Planetary Transit System, and so on. The Empath Guild is a must on big planets - get tech trading early and often.
Other than that, watch for who's shooting up the power chart. Ally with others to take them out. When one of your allies gets too big for their boots, wipe them out next. Sure, you'll be a pariah, but SMAC isn't the place to be a nice person. Once you're on top, do anything to stay there, and you should make it through to Transcendence no trouble."Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman
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Clear Skies,
About the Early Game SP's in Transcend, you are right, but in a normal game, I think with some optimisations, it's even possible to grab them all. The first time I succeeded was playing Gaians (ruthlessly exploiting the fact that they could build formers from the beginning). But I have to admit, this requires quite some optimisation on gameplay. I arrived at it with the "specialized approach" in Vel's guide, which means to pump out exactly as many Colony Pods as needed to get to the efficiency limit, and then concentrating on finishing the SP's, which even means to build units only to disband them in a base with SP. But I guess, Weather Paradigm, HGP, and Virtual Worlds are worth the investment. Most for Uni, least for PK. And planning to set up a SSC (sorry, SSB), I usually don't want to miss the Merchant Exchange.Why doing it the easy way if it is possible to do it complicated?
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I have only ever beaten the game on Transcend as the Hive. I have never been able to adequately balance Psyche in the SE settings for the other factions - something that you have to be able to do when your faction doesn't rely on Police to keep order.Why doing it the easy way if it is possible to do it complicated?
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Transcend is the only way I play.
Aside from a couple of stupid games where I thought myself invincible and for instance raised a land bridge to let my missile rovers open a can of whoopass on the Usurpers(without probe infiltrating them first) only to find their chaos penetrators decimating my 10+ speeders invasion force. Then sit back and watch the horror of the inevitable humanesque tactics of air cover and speeders take base after base in my homeland.
Normally speaking though, I can say my record is very very heavily weighted in win collumn verses the loss collumn. ( and of the losses it almost always comes down to a stupid mistake)."Just puttin on the foil" - Jeff Hanson
“In a democracy, I realize you don’t need to talk to the top leader to know how the country feels. When I go to a dictatorship, I only have to talk to one person and that’s the dictator, because he speaks for all the people.” - Jimmy Carter
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Originally posted by Alinestra Covelia
I have only ever beaten the game on Transcend as the Hive. I have never been able to adequately balance Psyche in the SE settings for the other factions - something that you have to be able to do when your faction doesn't rely on Police to keep order.
Rec com, Holo the, etc build them!It's close to midnight and something evil's is lurking in the dark.
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Originally posted by Alinestra Covelia
I have only ever beaten the game on Transcend as the Hive. I have never been able to adequately balance Psyche in the SE settings for the other factions - something that you have to be able to do when your faction doesn't rely on Police to keep order.
So naturally, I switch to Free Market as soon as I can to get the negative 5 police rating. Heck, I already suck at police control, how can it get much worse?* I also generally don't allocate anything to Psych unless it's just going to waste in Research and Energy nor do I use any punishment (not even sure if I could if I wanted to, due to my social settings.)
How does it work? Obviously, I can't take offensive military action at first. So I take a purely defensive route.
With respect to research, I make a beeline for formers, Secrets of the Human Brain, Free Market, Wealth. I switch to Free Market and Wealth as soon as I have the energy to do it. Those research choices also give me probe teams, crawlers, and last but not least, lots of cash. The key is to spend the cash, which as I noted above, is critical to success with these social settings.
Recreation commons is the first building I build, which I generally time to appear before population size 2 (and the first drone) or shortly thereafter to avoid significant loss of productivity from losing a worker to drone control. I'll build crawlers as long as my formers can keep up and up to the point where I start doing enough eco damage to force a fungal pop. (That way, all my tree farms, once I research it, count towards increasing clean minerals.) Obviously, I'm using the crawlers to farm minerals, rather than allowing me to lay-off my workers.
I'm usually able to build both The Human Genome project and The Virtual World, which of course, really helps a lot. As does the project, whose name escapes me, that nets you new colony sizes of 3. These projects not only overcome the effects of a poor Police rating, they over-compensate, except for the inability to take offensive military action. I use the cash that Free Market and Wealth gets me to rush build the projects, or lacking the cash, will sacrifice crawlers to the building fund. I may even start building a project I don't want, like Empath Guild (as University, I don't need to obtain technologies from other factions.) so that I've got a lot of minerals saved up for a project I *do* want.
If I'm attacked, I simply start building probe teams. I then use cash to subvert the invaders to being my defensive force.
*Edited note: that actually makes sense if you think about it. Kinda the opposite of diminishing returns - there's diminishing punishment as well.
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I currently play Thinker. While I believe I _could_ win on Transcend, and plan to do so as soon as I refine my game more, I currently find the outcome of my games more dependent on my opening position than on any difficulty settings. If I begin relatively isolated, the game is mine, but if I have neighbors, I'll blow my early game killing them while a third faction cleans up on Secret Projects and tech. My situation becomes even worse if I'm stuck on a small island, which seems to happen to me more often than not.
Its all very well to say 'rush to Industrial Automation', but sometimes I really just can't. And when I can't, I invariably get fried.
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